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Rapportera problem med översättningen
Commander
-Metal Cost 25000 to 15000 (Makes repairing lost health easier)
-Increase Commander AA AOE from 0.75 to 1.5
-No longer auto targets icarus
-Death explosion will affect allies
-Burn radius increased 137 to 157 (only affects trees)
-increased uber cannon damage against structures from 25% to 72% (Roughly 500 damage a shot. Commander vs commander AT 25% is unchanged)
-decreased commander Torpedo weapon vs commanders from 100% to 75%
Skitter (T1 Vehicle Scout)
-Added Radar Stealth
-Move speed 25 to 36
-Metal cost 75 to 65
-Health 10 to 15
-Observe range 100 to 150
(Note 1: Rewards lone positioning and scouting in mid to late game)
(Note 2 The movespeed buff allows skitters when built before the first fabs to reach the enemy base on small, and some medium maps before an air scout and icarus can be built and makes a ground only opener struggle.
~the health increase is to tank a shot from dox or strykers [they fire 2, so its only for partial hits],
~the metal cost is to bring it below the firefly, and between dox and stryker.
~Overall buffs to skitters are generally risk free due to the utility, non-combat nature of this unit and I want to reward positioning and scouting after the early game.)
Firefly (T1 Air Scout)
-Added Radar Stealth
-Metal cost increased 60 to 105
-Health increased 25 to 80
(Note: Same as Skitter Note 1)
Stryker (T1 Vehicle)
-Health decreased 60 to 50
-Damage decreased 15x2 to 13x2
-Movement Speed Increased 17 to 20
-Weapon Muzzle Velocity Decreased 140 to 135
(Dev Idea: Gives them more dart in-dart out mechanics, changes up the gameplay between them and dox and against other units)
Ant (T1 Vehicle)
-Vision radius increased 100 to 130
-Weapon firerate decreased 0.55 to 0.525 (1 shot every 1.8 seconds to 1.9 seconds, 44 to 42 dps)
(Dev Idea: Matches spark vision and better supports high range+low vision units)
Drifter (T1 Vehicle)
-Metal cost increased 225 to 235
-HP reduced 250 to 225
-Damage increased 120 to 160
-Range increased 110 to 115
-Increased idle aim delay from 3 to 5
-Decreased firerate from 2.5 to 3.2 (Fires once every 3.2 seconds)
-Bullet velocity decreased 150 to 140
-Vision range reduced 100 to 90
(Dev Idea: Mostly designed around ants to survive 3 shots from drifters. HP reduced to give grenediers slightly more power against Drifters, and maintains the 2 shot kill of drifter vs drifter action. Overall goal is to make them less able to operate alone, and be more reliant on support units)
Spinner (T1 Vehicle)
-health reduced 160 to 130
-Speed increased from 10 to 13
-Increased Splash Radius from 0.75 to 1.5
(Dev Comment: General AA speed increases to help with non-air oponer viability with health, damage, vision nerfs as compensation. The AOE aspect is for anti-icarus)
Dox (T1 Bot)
-Weapon Muzzle Velocity Increased 130 to 135
Dev Note: Muzzle velocity to match strykers
Grenadier (T1 Bot)
[TLDR: They get torpedos, are more expensive and bigger, small aoe and fires 4 projectiles, hit harder]
-Metal cost increased 100 to 150
-HP increased 80 to 120
-Vision range reduced 100 to 90
-Model size increased by 30%
~Main Weapon
- -Firerate decreased 2.00 to 4.20 seconds
- -dps increased from roughly 40 to 57
- -Firing Deviation 0 to 1.5
- -Fires 4 shots instead of 2 a volley
- -Damage increased 40x2 to 60x4
- -Splash damage increased 30x2 to 24x4
- -Full damage splash radius reduced 2 to 0.75
- -Partial damage splash radius reduced 5 to 2.0
-Torpedo Weapon added (Attacks water units, excluding hover units)
- -Damage 50
- -Firerate 0.5 (Fires 1 shot every 2 seconds)
- -Range 160
- -Land speed Velocity 70
- - Water speed Velocity 40
(Dev Idea: Makes Grenadiers less spammy in both unit amounts and how often they fire, and make their shots matter more against large or static units, and less powerful against small, fast units)
Spark (T1 assault bot)
-Vision increased 120 to 130
-Projectile lifetime decreased 1.0 to 0.55
(Dev Idea: Allows sparks to have some use later in the game with a small edge in utility)
Stinger (T1 AA Bot)
[TLDR: Makes it a stronger, long range, high damage yet low firerate AA]
-Model size increased by 50%
-HP 55 to 115
-Metal Cost 120 to 140
-Move Speed 16 to 13
-Vision 100 to 90
-Range 90 to 180
-Damage 30 damage to 95
-Rate of Fire 1.5 reduced to 0.33 (1 shot every 0.67 seconds to 1 shot every 3 seconds)
-Added splash damage with radius of 1.5 and 35 damage
-DPS 30 dps to 32
-Bullet lifetime increase 1.0 to 1.1
-Stinger selection circle increased from 10 to 12
(Dev Idea: Alternate approach to anti-air with higher range and more upfront damage but also overkills more often, affecting scalability.)
Hummingbird (T1 Air Fighter)
-reduced damage from 80 to 75.
-Increased health 120 to 150
(Dev Idea: Allows for easier partial heals from damage for both fireflies and Pheonix and reduces Fireflies impact slightly on heavy health T2 Air and Titan. May change to 70 which will have more significant ramifications for air fights.
Update: Base game reduced from 150 to 120, rejected change as it felt it made an already fragile air problematic)
Icarus (T1 Solar Gunship)
[Split Laser beam into two separate weapons, removed targetting from AA sources such as spinners and galata]
-Metal Cost increased 125 to 130
-Movement Speed Decreased 50 to 45
-Break 30 to 20
-Ground Damage decreased from 25 to 20
-Aggressive range 60 to 70
-Air Damage unchanged [25]
-Air gun range increased 70 to 150
-Air gun fires 1 every 3 seconds
-Air gun also has its own energy bar/drain rate of 100e/s but without 'banking'
-Added Guardlayer + All to improve Icarus performance
-Removed Icarus from AA targetting
(Dev Note: Gives MLA a new option with Air to Air engagements, especially against Legion. Allows Icarus skill play to work around enemey AA, and vice-versa)
Pelican (Transport)
-Transport Weight Capacity increased 1 to 5
-HP increased 150 to 210
-Metal Cost increased 140 to 215
-Transport Pickup range increased 10 to 30 [Load range 15, chase range 5]
-Acceleration increased 30 to 100
-Break increased 60 to 100
-Turn rate increased 180 to 270
(Makes it more expensive getting that first pelican up for that spark+boombot drop, but adds more dynamics for mid+late game potential as well as QOL changes)
Astraeus (Orbital Transport)
-Weight Capacity 1 to 6
-Orbital arrival delay decreased 3.0 to 2.0
-gravwell 10.0 to 12.0
-System_multi 30.0 to 36.0
-Load range added 50
-Chase range added 20
-Transport capacity increased 1 to 8
(Multi-unit transportation testing)
Weight for
1 - Dox/Stryker/Skitter
2 - Grenadier/Ant/Boombot/Pirhanna
3 - Spark/Drifter/Spinner/Stinger/Slammer/Gille/Bluehawk/Locust/T1 Bot+Vehicle+Naval+Air Fab
5 - Inferno/Leveler/Sheller/Storm/T2 Bot+Vehicle+Naval Fab/T1+T2 Combat Fab/Colonel/Barnacle
6 - Vangaurd/T2 Air Fab
(Will keep an eye on boombots, but for now, 2 per pelican transport)
(General ideas are that it doesn't change units much that are already strong like inferno+spark, but increases others that are weaker though fabs and AA are a higher weight class due to potential. Vangaurds are too powerful in pelicans and generally unfun to play against. Will keep an eye on boombots as well. Will add more naval units soon.)
Piranha (T1 Naval)
-range increased 105 to 109
-metal cost increased 150 to 165
-damage increased 20 to 24
(Dev Idea: Piranhas with torpedo changes lock down shorelines even against defense structures and grenediar/drifter retakes, this will reduce that power but increase their early game presence in naval engagements and raiding, metal increase is to slightly slow down overwhelming an opponent. 109 range is to resolve a very specific bug of pirhannas being able to fire on double laser turrets without getting shot back)
~Narwhal (T1 Naval)
[TLDR: Narwhals get cost reduction and nerfs, making them more spammable and better to afford early game]
-Health reduced 750 to 525
-Speed increased 12 to 13
-Metal cost decreased 450 to 350
-AA Weapon firerate 3.0/s to 2.4/s
-AA Weapon damage decerased 25 to 20
-AA Weapon AOE radius increased from 0.75 to 1.5
-Torpedo Weapon damage decreased 250 to 150
(Dev Idea: Allows for air to play better around Narwhals but doesn't punish players for building narwhals early and getting caught out by early naval aggression)
Barracuda (T1 Naval Sub)
-Speed increased 14 to 15
Orca (T1 Naval)
-Increases turn_accel from 15 to 60
(Some tests to improve Naval navigation)
-Added torpedo component
-100 damage
-AOE radius 25
-140 range
-Firerate 0.2 (1 every 5 seconds)
(Dev Idea: Allows Orcas to hit Barracudas, but only trades in large numbers)
Locust (T2 Bot)
-Deleted from the game
...kidding.
-Metal cost 260 to 250
-Health decreased 80 to 70
-Vision increased 40 to 45
-Given 80 radius radar
(Dev Note: Adjusted for factory changes weakening the unit incidentally. Radar allows locusts to operate more on their own with imperfect information.)
Slammer (T2 Bot)
-Increased Health 360 to 400
-Damage decreased 100 to 90
-Torpedos no longer target Hover and Water_Hover targets
-Increased speed 14 to 15
Gil-E (T2 Bot)
-Range increased 180 to 200
(Range was reduced in a recent patch, but makes it more difficult to utilize fragile, ranged units in most skill brackets)
Bluehawk (T2 Bot)
-Missile Velocity 80 to 100
-Missile Lifetime reduced 15 to 8
-Range increased 200 to 220
-Anti-ground and Anti-Orbital weapons split into 2 different parts
-Anti-ground missile unchanged
-Anti-orbital missile velocity increased 100 to 200 [Vanilla 80]
-Anti-orbital missile lifetime increased 8 to 6 [Vanilla 15]
-Added targetting priorities for specific orbital anti-ground units and transport units, then combat units, then non-combat orbital units
Colonel (T2 Bot)
-Weapon range increased 100 to 115
-Changed armor type of AT_Commander to Bot
Leveler (T2 Vehicle)
-Health reduced 1500 to 1250
-Increased idle aim delay from 3 to 5
-Decreased damaged from 300x2 to 225x2
-Added partial AOE radius of 2.0 (full damage AOE 1.0 radius)
-Increased Range from 120 to 135
(Dev Comment: I may prefer 250x2 so that ants+drifters will still get 1 shot even if partially hit, but I want to see a lowering of leveler damage overall as their dps is insane against high health targets, but still maintain that they can 1 shot many T1s, and easily kill slammers and other soft T2)
Storm (T2 Vehicle)
-range increased 100 to 120
-damage decreased 4x15 to 4x10
-Splash decreased 10 to 7
-velocity increased 100 to 120
-lifetime increased 15 to 18
(Dev Idea: takes 3 shots to kill bombers instead of 2, but increase range for more coverage and utility for larger armies present in later stages of game)
Vanguard (T2 Vehicle)
-Metal cost increased 1500 to 1600
-Increased range 50 to 55
-Increased damage from 1000 to 1250 (Including splash)
-Decreased fire rate from 1.0 to 0.75 (Fires 1 shot every 1.5 second, instead of 1 shot every 1 seconds)
-Decreased bullet velocity 100 to 80
-Decreased turret rotation speed [Yaw_rate] 360 to 120] (2x faster than drifter, 4x faster than leveler)
-Radar increased 260 to 300
-Energy drain 150 to 100
(Dev Idea: Makes it so Vanguards have a better role on the frontlines of an army, but also makes them less devestating if they are inside an enemy base)
Manhatten (T2 Nuke Vehicle)
-no longer pushable by other units
-Move Speed increased 10 to 15 (Accel+Break 70 to 110)
-Turn Speed increased 60 to 95 (turn accel 30 to 50)
-HP decreased 15000 to 10500
-Metal Cost reduced 8000 to 7500
-Damage reduced from 33000 to 18000
-Manhatten now leaves a 10 second visual on death
(Was weak without pushing, but was too cheesy and powerful with push mechanics)
Pheonix (T2 Air Fighter)
[TLDR: Longer range, fires 4 individual shots instead of 1]
-health decreased 240 to 225
-range increased 120 to 150
-damage decreased 150 to 50x4
-Split Pheonix weapon from 2 firing points to 4, and added seperate sockets so each fires individually rather than in succession.
-Firerate decreased from 0.33 to 1.0 x4 (each weapon gets their own firing timer now)
-missile speed increased 150 to 250
-Bullet lifetime 2.0 to 1.5
-range increased 120 to 150
(Dev Notes: I want to differentiate the T2 fighter more from its T1 counterpart and give it cleave, as the T2 fighter feels like a direct upgrade upgrade without its own quirks unlike most other T1 to T2 versions)
Kestrel (T2 Gunship)
-Range increased 60 to 80
-Damage reduced 20 to 15
(Dev Note: This is an older version from before a patch in the base game. I prefer this over the new one as the range makes kestrals feel better, as well as prefer more consistency instead of snowballing)
Hornet (T2 Air bomber)
-health reduced 500 to 250
-move speed increased 30 to 40
-metal cost 3200 to 1500
-fire rate reduced from 0.4 to 0.25
-range increase 190 to 200
-Firing arc increased from 240 to 270 (Yaw 120 to 135)
-Missile velocity decreased 160 to 100
-Missile lifetime reduced 15 to 8
-Vision radius increase 200 to 210
-underwater vision radius 200 to 210
-Damage reduced 1000 to 750
(Dev Idea: Gives some small buffs to ease this paper-plane into prominence
Update: Major changes made hornets essentially double in strength for double the cost. This version makes for a more precise macro element on how many a player uses and lets them get into hornets more quickly, as well as not overlap the Wyrm as much. However the projectile speed is nice, so that is added in.)
Horsefly (T2 Air strafer)
-Added Anti-Air component to flak cannon [Prioritises Anti-Air ground units first]
-Changed air damage modifier from 0.5 to 1.0 [Horseflies do full damage vs air]
(Dev Idea: The AA component is mostly for taking out slow, wide-hitbox targets like hornets, wyrms, angels, and other horseflies. Horseflies also have potency against Zues Titans now)
Angel (T2 Air support platform)
-health increased 1200 to 1700
-Speed increased 40 to 70 (Accel 30 to 50, acceleration 40 to 70)
-Added interplanetary (Can move between planets)
-Vertical speed decreased 100 to 50
(Add more utility to an already massive utility hog, as well as allow it to keep up and play a role in fighter v fighter engagements)
Stingray (T2 Naval AA)
-Missile velocity increased 80 to 100
-Missile lifetime reduced 60 to 8
-Missile turn rate 0 to 45
-Missile damage increased 1000 to 1250
-Anti-ground and Anti-Orbital weapons split into 2 different parts
-Anti-ground missile unchanged
-Anti-orbital missile velocity increased 100 to 200 [Vanilla 80]
-Anti-orbital missile lifetime increased 8 to 7 [Vanilla 60]
-Added targetting priorities for specific orbital anti-ground units and transport units, then combat units, then non-combat orbital units
-Increased AA-weapon (not cruise weapon) splash radius from 0.75 to 1.5
(Dev Idea: Gives naval units an answer to the long range hornet, as well as more potent damage against wyrms and horseflies)
(Dev Note: 5 to 4 shot typhoon and 6 to 5 leviathan. Does not change 4 shot omega nor 3 shot wyrm)
Typhoon (T2 Naval carrier)
-Squal drone laser air/ground weapon damage reduced 50 to 40
>Splash radius 0.75 and 20 damage component removed
ARES (Titan)
[TLDR: Weakened it mostly, Ground Pound only damages structures, secondary weapons buffed however]
-Health decreased 50000 to 40000
-main guns
- -Primary AOE radius reduced 5 to 2
- -Partial AOE radius reduced 15 to 2
-secondary weapons
- -Range increased 220 to 360
- -Firerate increased 0.7 to 1.0 a second
- -Projectile speed increased 140 to 225
- -Projectile lifetime increased 3.0 to 4.5
- -(Turret pitch range increased 15 to 45 to help turret utilize full range)
-ground crush (aoe around Titan)
- -Does full damage to structures only [does inconsequential 2 damage to other things]
(Dev Idea: Makes killing it easier, yet also gives a real use to secondary guns, ground pound only affecting structures allows melee units to counter ares)
Orbital Navigation
(Increases arrival spread to a planet)
-"orbital_arrival_radius": 100, to 300
-"orbital_arrival_unit_radius": 7.5, to 22.5
-"planetary_arrival_cooldown_time": has been increased from 3.0 to 4.0 for most units, and 2.0 for Avenger/Hermes/Astraeus
-Most units have been hemogenized to have identical movement between planets with some exceptions.
>Hermes and Nuke remains extremely fast
>Avenger/Astraeus have been increased to be faster than normal
>Solar array has been increased to average speed
>Unit Cannon has been slowed to average speed
>Orbital Fab/ARKYD/Artemis/SXX/Omega/Advanced Radar/Helios/T2 Air fighter remain unchanged
Avenger (Orbital Fighter)
-100 weapon range to 135 (36%)
-weapon projectile speed increased 300 to 400
-Speed/Accel 65 to 90 (brake 20 to 25)
-Orbital arrival delay decreased 3.0 to 2.0
-gravwell 10.0 to 12.0
-System_multi 30.0 to 36.0
(gets 3 shot by other avengers, 1 shot by everything else anti-orbital, next minimum is Omega at 65x2=130 [my version 45x2=90] and anchors at 200, Umbrella is 100)
Hermes (Orbital Probe)
-Speed 75 to 90 (brake/accel 75 to 90)
-Orbital arrival delay decreased 3.0 to 2.0
-gravwell 10.0 to 12.0
-System_multi 30.0 to 36.0
ARKYD (basic orbital radar)
-Speed/break/accel 15 to 20
-Decreased health 1000 to 800
(Speed changes and general power requires a tone down in health)
Advanced Radar Satellite
-Increased health 5000 to 5600
-Vision Radius 600 to 500
-Radar Radius 1000 to 800
(No speed changes, coupled with increased orbital delay means it needs to survive longer on well defended planets)
Artemis (advanced orbital railgun)
-Speed 30 to 50 (brake/accel 10 to 20)
-350 range to 450
SXX (orbital anti-ground laser)
-Speed 25 to 45 (break/accel 25 to 45)
-Can now attack underwater and seafloor targets
-Damage against commanders specifically reduced by 50%
(Allows more usefulness on water planets, but also reduces their main power in killing commanders)
Omega (Advanced Orbital Battleship)
[TLDR: Its laser guns can hit ground and general quality of life buffs]
-Metal cost reduced 14000 to 12500
-Speed increased 15 to 25 (brake 80 to 120, acceleration 30 to 45)
>Orbital Guns (4 turrets, 2 barrels each)
-added ammo file (it currently uses the same file associated with the Anchor)
-Decreased Laser-Weapons 65x2 to 25x2
-Decreased Laser Turret Pitch Range from 120 to 92.5
-Omega will now prioritize other orbital units first.
-Laser Firerate increased 2.0 to 2.5 (fires 2.5 times a second)
-Main anti-ground beam-gun can now target seafloor units.
(Dev Idea: Reduces cost slightly due to increased orbital factory cost. Adds quality of life changes. Only 2 laser targets can attack a surface target at once unless directly underneath, but all 4 lasers can target in any orbital direction)
Barnacle (T1 Naval)
-build range increased 65 to 95
(Dev Idea: allows it to repair more safely and consistently)
Stitch (Combat Fab)
-Increased health from 50 to 65
(Dev Idea: Lets them take 2 stray shots from grenadier and slightly bulks up the unit but is still fragile to most things directly)
Bot Basic Fabricator
-Vision increased 100 to 140
(Vision increase helps with reaction speeds against raiding forces early on)
~Vehicle Basic Fabricator
-Speed increased 12 to 13
-Vision increased 100 to 140
-Increased build range 45 to 50
(Dev Note: Gives vehicle 1st openers slightly better viability. Bot speed is still 16, and metal cost 150 vs 200 for distinct differences. May increase energy drain or reduce health of vehicle fabs slightly.)
Basic Air Fabricator
-Health increased 25 to 80
(Can take 2 fighter shots, hopefully this gives air openers a slightly better use case without taking over completely)
Naval Basic Fabricator
-Move speed increased 10 to 13
-Turn rate increased 90 to 120
-Vision increased 100 to 140
-Increased build range 45 to 50
-Build rate decreased 14 to 13 m/s
-Energy rate decreased 800 to 750 (57.1 energy per metal to 57.7)
(Dev Note: The naval fab has less health than the vehicle fab at 200, despite costing more, having less speed, and more threatening enemy units, not to mention T2 naval fab has more health than T2 vehicle)
(Dev Note2: Allows for faster openings to cut down on the slow nature of early naval, as well as be less punishing when killing fabs that are far away from a factory spawn point)
~Advanced Fabricators [Vehicle/Bot/Air/Naval]
~Bot - Metal 1800 to 1700
- Build range 45 to 50
~Veh - Metal 2025 to 1900
- Build range 45 to 55
~Air - Metal 2200 to 2075
~Nav - Metal 2400 to 2225
- Build range 45 to 55
- Changed deepwater to water-hover
~Each can now build all types of Titans [Atlas/Ares/Zues]
(Dev Idea: Quality of life change, most players just relied on orbital fabs to build the desired titan)
(Dev Note: Metal cost reduced rougly 10% across the board, more favoring naval, slightly less favoring bot)
Solar Array (Advanced Orbital Energy Producer)
-Changed from unit to structure (from buildable by orbital factory to buildable by orbital fabber)
-HP Increase 1000 to 8000
-Metal cost increased 1600 to 5000
-Energy production increased 3200/s to 11000/s
-Added 100,000 energy storage (from 0)
(Dev Idea: Solar-power is GREEN! and best! Basically this is the T3 energy producer, much like the Jig)
Jig (Orbital Gas Giant Extractor)
-HP increased 3000 to 6000
-Metal Cost decreased 4000 to 3750
-Removed 3,750 energy production (to 0)
-Added 10,000 metal storage
-Jig Explosion mainly affects buildings (units take 4 damage, structures take 4000)
(Dev Idea: Refocuse orbital energy production to Solar Arrays, Jigs cover to many roles and were too strong for its value)
Energy Storage
-HP increased 3500 to 5000
-Metal Cost reduced 450 to 250
-Storage decreased 300,000 to 250,000
(Dev Idea: Decrease cost so its easier to build earlier on)
Metal Storage
-HP increased 3500 to 7500
(HP numbers from an older version of live PA. Prefer hardened storages, good for fab blocking and secondary walls)
Basic Metal Extractor
-Vision decreased 75 to 80
(Vision used to be 100 in base game, and I just haven't bothered to change it to the new 75 variant. I do think 80 is actually the sweet spot)
Advanced Metal Extractor (T2 Economy)
-Health increased 3000 to 5000
-Metal production decreased 18 to 17
-Vision decreased 100 to 80
-Increased Selection Radius from 28 to 36
(Quality of Life test: Purpose is to help select a T2 extractor when both a T1 extractor [currently at 24 selection diameter] and it are on the same metal node)
(Dev Note: I think production is slightly too strong, but at 1800 metal cost, it should have some strong health for its heavy investment)
Galata (T1 AA structure)
-Increased AA Splash Radius from 0.75 to 1.5
Single Laser Defense Tower (T1 turret)
-Metal Cost decreased 225 to 165
-Health Decreased 400 to 325
-Range decreased 100 to 90
-Damage decreased 60 to 25
-Turret rotation increased 90 to 135 (Yaw rate)
-Vision radius (+underwater vision) reduced from 130 to 110
(Dev Idea: Adds more support against dox/strykers early game but is vulnerable to stronger T1 units, now 2 shots dox like it 2 shots strykers)
Lob (T1 Defense Structure)
[turned Lob into a unit-cannon like structure with limited range, builds Vehicle fabs/Spinners/Strykers, and bot Fabbers/Sparks/Stingers/Dox/Grenadiers]
-range increased 240 to 360
-Ammo capacity 15
Umbrella (Anti-Orbital Gun)
-Bullet Velocity increased 1000 to 1250
-Lifetime 3 to 2.4
Anchor (Orbital Defense)
-150 orbital range increased 150 to 200 (ground variant unchanged)
Catapult (Advanced Missile Defense)
-Metal 2000 to 1750
-Health 1500 to 1000
-Missile velocity increased 80 to 100
-Missile lifetime reduced 15 to 8
-Firerate 0.4 to 0.2857 (Fires once every 3.5 seconds instead of 2.5)
-Anti-ground and Anti-Orbital weapons split into 2 different parts
-Anti-ground missile unchanged
-Anti-orbital missile velocity increased 100 to 200 [Vanilla 80]
-Anti-orbital missile lifetime increased 8 to 6 [Vanilla 15]
-Fire-rate of 0.2857 maintained [Vanilla 0.4]
-Added targetting priorities for specific orbital anti-ground units and transport units, then combat units, then non-combat orbital units
(Helps discourage constant catapult spam, but also allows for more strategic positions to be built with a metal cost reduction, and perhaps a vehicle push counter strategy)
Advanced Laser Defense Tower (T2 Defense Structure - triple barrel)
-Metal cost reduced 900 to 875
-Health increased 4000 to 3500
-Range increased 120 to 135
-Damage decreased 250 to 200
-Fire-rate decreased 5.0 to 3.5
(Dev Idea: I feel this turret obsoletes other turrets with its fire-rate, and would prefer it hurt higher health targets, while mass attacks favors a comprehensive turret line)
Flak Cannon (T2 AA)
-HP reduced 2000 to 1700
-Metal cost reduced 900 to 750
-Range increased 120 to 150
(Dev Idea: General T2 defense buffs)
Advanced Torpedo Launcher (T2)
-metal cost reduced 1000 to 950
-range increased 210 to 300
-Rate of fire decreased 2.0 to 1.5/s
-torpedo lifetime increased 5 to 7
-Vision radius increased from 210 to 260
-Underwater vision radius increased 200 to 260
-Radar radius increased 210 to 310
-Sonar radius increased 210 to 310
(Dev Idea: General T2 defense buffs)
Advanced Radar (T2)
-Added 100 radius jamming
(Dev Comment: Allows T2 radar to have a unique impact compared to spamming T1 Radar or having orbital radar. Also increases decision making in placement and can give consideration to building more than 1-2 of these in a game)
Orbital Launcher (T1)
-Cost increased 600 to 1000
-Rolloff timer decreased 3 to 2 seconds
Orbital Factory
-Cost reduced 4200 to 3800
-Metal Buildrate increased 60 to 72
-Energy demand increased 2000 to 2400
-Factory cooldown increased 4 to 6
(Dev Note: The reduction is quite high, but still accounts for 1000 launcher, and 1300 orbital fab, and the units themselves are mostly cost-prohibitive to get early. I'm hesitant to reduce it all the way to 3600 though
Dev Note 2: Reduce Boosting)
T2 factories. (Vehicle/Bot/Air/Naval)
-All Advanced Factory costs reduced from 4800 to 4500
Adv Bot Factory
-Metal Build Rate increased 45 to 60
-Energy draw per second 1500 to 1800
-30 energy per metal
-Roll off timer increased 3 seconds to 5
Adv Vehicle Factory
-Metal build rate (60) unchanged
-Energy 2025 to 1800
-30 E/M
-Roll off time - 4 to 6.5
Adv Air Factory
-Metal 45 to 60
-Energy 1500 to 1800
-30 E/M
-Roll off time - 2 to 5
Adv Naval Factory
-Metal 60 to 72
-Energy 1750 to 2015
-28 E/M
-Roll off time - 6 to 9
(Dev Note: I'm looking to have factories work better on their own without having to rely heavily on boosting, but not remove that mechanic entirely. I want to give players a reason to build multiple T2 factories, at least on medium and large maps)
Unit Cannon (T2 Launcher Factory)
-Metal cost 5600 to 6000
-HP 18000 to 32000
-Added Drifters, Skitters to build list
-Increased Pod Capacity 16 to 20
-Pod Speed decreased 250 to 200
-Stingray/Umbrella/Catapult anti-pod missiles speed increased 200 to 400 [Bluehawk anti-pod component removed entirely]
(Dev Idea: -Increased HP to be more in line with advanced factory HP for such a significant metal investment. Allows it to survive 1 nuke in orbital games. Other general buffs, helps T1 units)
Anti-nuke launcher
-Decreased building cost from 12000 to 6000
-Increased anti-missile cost from 5000 to 9000
-Increased Build rate from 60 to 92
-Increased Energy Drain from 4000 to 6120 (roughly the same 66.7 energy per metal)
(Dev Idea: Helps decrease reaction time/cost for the first missile from 17000 to 14000 but increases fully 3 equipped from 27000 to 32000. Also buildrate is increased to keep non-boosted silo build-times the same at around 80 seconds per shot)
Nuke Launcher
-Structure cost reduced 14400 to 9600
-Missile cost increased 30000 to 34000
-Metal Build Rate increased 90 to 120
-Energy draw increased 6000 to 7500
(Dev Note: Slightly reduces first shot by 400, but increases cost of follow up by 3000 as the second shot tends to nearly always finish an opponent before they can recover if the first lands. Also spiced up build rate to devalue boosting)
Commander
-Move Speed 6 to 8
-Metal cost 25000 to 15000 (Makes it easier to repair health)
-Torpedo damage vs comms 75%
-Uber cannon 72% against structures (25% against comms unchanged)
Praetorian (Support Commander)
-Cost reduced 7000 to 6500
-Build range increased 30 to 35
-Weapon range increased 110 to 125
-Turn in place set to true
-Turn speed 90 to 180
-(Health unchanged at 8000)
(Interestingly Praetorian wasn't updated like the Colonel. It also shoots twice as fast for half damage, and at 110 range compared to colonel's 100 range. Added turn rate/break rate/turn in place for Quality of Life)
Patriot (T1 Bot AA)
-Metal cost 100 to 150
-Health 100 to 120
-Move speed 15 to 14
-Vision Radius 100 to 90
-Increased Model size by 50%
-Damage 25 to 35
-Bullet Lifetime 1.0 to 1.2
-Added 1.5 splash radius
-Rate of fire increased 4 to 5
-Fires 3 shots a salvo. Takes 3.6 seconds to recharge. Does not recharge while firing
-Range 100 to 190
-DPS aprox 27
Purger (T1 Boombot)
-HP 20 to 10
-Speed 30 to 35
-Metal 50 to 60
-Vision 50 to 85 (+85 vision in ammo utility+death)
-Death Jump range 40 to 30 (Utility jump untouched)
(Legion having vision on units where the other factions dont? Lets go!)
Peacekeeper (T1 Bot)
-Movespeed 15 to 18
-vision 105 to 100
-damage 19.5 to 18
-Projectile speed reduced 150 to 130 (Muzzle/Max Velocity)
(Peacekeepers were balanced towards 18 speed dox originally, and now have to keep up with 20 speed dox, as well as whatever bugs is throwing around)
Lancer (T1 Bot)
-Health reduced 120 to 90
-vision 100 to 130
-166 damage to 165 (???)
-Fire-rate 0.61 to 0.38 (Fires 1 every 2.63 secons - 105 dps to 63)
-range increased 70 to 75
(100 dps on a 150 metal unit is insane. Making it more burst orientated. I want range higher than peacekeeper's 70 in order to maintain the combo identity and help lancers stay behind peacekeepers)
Orbweaver (T2 Bot AA)
-HP 400 to 300
-4x20 damage to 4x12 (20 to +12 splash)
-range 140 to 110
-AOE increased 10 to 20
(These seem like giga-nerfs until you realize this unit costs 750 and is hitscan AOE. I would like to increase its AOE, but sacrifice raw punching damage)
Corsair (T1 Vehicle Artillery)
-Partial Splash radius reduced 10 to 5
-Full Splash radius reduced 2 to 1
Added Lynx as an anti-air armor (T1 Vehicle AA)
-Health 155
-Metal Cost 170
-Speed 13
-Vision 100
Lynx Weapon fires a salvo of 2 shots near instantly, then 1 shot every 0.5 seconds
-25 damage (Splash radius 1.5)
-Range 110
-Velocity 200
-Ammo capacity 1
-Ammo drain per shot 0.5
-Rate of fire 4.0 (fires 4 shots a second [however ammo recharge makes the Lynx fire twice a second after initial salvo])
-Gave Lynx standard Air Targetting priorities (focuses transports, bombers, gunships first)
Scythe (T1 Air Fighter)
-Firing arc increased 89 to 105
-Health increased 120 to 150 [MLA 120 to 150]
-damage increased 29x2 to 32x2
(Helps maintain the 3 shot ratio of Scythe against Corsair and added slight QOL in arc radius with regular Legion arc overhaul)
Marauder (T1 Gunship)
-Health 50 to 20
-Vision 250 to 200
-Range 60 to 50
(The fact this gunship has 100 speed with huge vision allows it to operate independently is crazy, however its 240 cost [compared to Icarus 125] is significant but this will still allow fast and attentative Legion players to pick off undefended fabs/raiding forces and hopefully not nerf it too much but keep it balanced)
Bowhead (T1 Naval Battleship)
-Adjusted turret positions to face directly left/right
-Adjusted yaw range from 120 to 135 [turrets can turn further]
Akula (T1 Naval Sub)
-Firing arc increased 60 to 360
-Torpedo turn rate reduced 120 to 75 (Lifetime 4.0)
(This helps Akulas be utilized as the model is difficult to view at a glance where it is pointed and if its firing. The turn rate and lifetime makes it difficult to hit things from behind)
Catfish (T1 Naval Raider)
-Changed from Deepwater to water-hover
-Torpedo damage reduced 250 to 150
(Allows Legion to function on maps with shallows, as well as handle stoke spam that plagues Legion v Legion games. Torpedo reduction is compensation)
Panzer (T2 Armor...something)
-Move Speed 14 to 10
-cost 1200 to 1900
-Health 200 to 1300
-Vision 100 to 200
-Removed Weapon Ground/Sea. -Added AA.
-Removed 0.5 Orbital damage modifier
-range 180 to 240
-Projectile lifetime increased 5.5 to 7.5
-damage 50x6 to 75x6
-Changed Ammo type from time to energy (essentially added two 0s to capacity/demand/ammo_per_shot)
-Reduced fire-rate from 1.5 to 1.0
-Ammo_capacity 6 to 2000
-Ammo_demand 1 to 200
-Ammo_per_shot 2 to 1000
-Switched Carpet modes off
-Gave it air targetting priorities (it will target transports+bombers+gunships+titans, but will randomly choose between orbital and air afterwards)
(Weapon works by firing 2 shots within 2 seconds, but then fires 1 shot every 5 seconds, can bank 2 shots)
(I want to try a tanky single target T2 AA. I also think Armor has so many units that attack ground, and this just cluttered their roster. Its also at 1900 metal cost, much higher than any other T2 AA)
Firebird (T2 Air Fighter)
-Health decreased 240 to 225 [MLA 240 to 225]
Comet (Demi-Titan teleporter)
-Metal cost 4000 to 8000
-HP 1900 to 4000
(Delays the timing of Comets for invasions but makes them last longer when they actually arive to a planet. Interestingly, their planetary arrival cooldown is 8.0 seconds, far above the 3/4 seconds of everything else)
Thor (Walker Titan)
-Thor health increased 60000 to 95000
-Thor Movespeed increased 11 to 13
-Cannon range reduced 400 to 270
-Cannon damage reduced 2x600 to 2x200 (+splash)
-Cannon firerate increased 3.03 to 2 seconds per shot
-Cannon splash radius reduced 15 to 5
-Laser range reduced 250 to 200
-Laser damage reduced 175 to 100 (+splash 150 to 100)
-Laser splash radius reduced 5 to 0.5
-Laser spread fire set to true
-Missile Range increased 170 to 180
-Missile splash radius reduced 12 to 5
-Missile damage increased 100x16 to 140x16 (+splash 100 to 140)
-Missile Firerate increased from 11.11 to 8.0 seconds per shot
-Crush damage (Stomp) reduced 500 to 400
-Crush damage only damages buildings.
-Crush damage fire rate increased 0.76 to 0.5 (fires more often
(Dev Note: I want to increase Thor's ability to survive and tank on the frontline as an assault bot, and in turn reduce its damage so a singular thor cant wipe out armies but allows supporting armies to do the damage for it)
Odin (Armor Titan)
-Health 50000 to 45000
-Main gun damage decreased 5600 to 4900
-Main gun AOE reduced 30 to 20 (partial damage 600, full damage radius reduced 10 to 5)
-Odin stomp/crush now deals full structure to buildings, and aprox 0.1% or 2-3 damage to nearby units.
-Increased crush fire-rate from 1 to 2 attacks a second [Same as Ares, and now matches its dps as well]
(Note 1: I enjoy the crush mechanics of the Ares and Odin. I think it should do inconsequential damage to nearby units, but be significant against structures.
Note 2: I also decreased its health, but tweeked damage as compensation for Ares vs Odin matchups so that the Ares wins when using secondary guns but loses when it does not. Note 3: I decreased main damage radius and partial damage so that targetting high health targets matter more, but increased partial damage radius for now as compensation, however I may nerf it if the Odin performs too well against T2 compositions compared to Ares)
-(Changed Orbital movement/spread/arrival, see orbital notes for more details)
Centurion (Orbital Defense)
-Orbital range 150 to 200
Chariot (transport)
-Speed/brake/accel 25 to 50
-Orbital arrival delay decreased 4.0 to 2.0[Vanilla 3.0]
-gravwell 10.0 to 12.0
-System_multi 30.0 to 36.0
Spectre (Scout)
-Speed/brake/accel 75 to 100
-Orbital arrival delay decreased 4.0 to 2.0[Vanilla 3.0]
-gravwell 10.0 to 12.0
-System_multi 30.0 to 36.0
Viper (Orbital fighter)
-Health Reduced 100 to 80
-Speed/Accel Increased 65 to 90 (Break 20 to 25)
-Decreased turn rate from 200 to 100
-Weapon Projectile speed increased 300 to 400
-Range increased 100+200 to 200+280 [Viper has 2 weapons of the same type, different range]
-Increase Main weapon Yaw-Range from 75 to 90 (180 degree firing arc) [base 280 range weapon]
-Increase Secondary Weapon yaw_range from 75 to 360 [base 140 range weapon]
-Decreased Secondary Weapon Damage 50 to 15
-Orbital arrival delay decreased 4.0 to 2.0[Vanilla 3.0]
-gravwell 10.0 to 12.0
-System_multi 30.0 to 36.0
(Gets 2 shot by avenger, 1 shot by omegas/imperators. More changes to make the matchup more dynamic as well as some quality of life changes)
Sputnik (Orbital Radar)
-Speed/break/accel 15 to 20
Paladin (Advanced orbital railgun)
-Speed 30 to 50 (brake/accel 10 to 20)
-350 range to 450
Black Knight (Orbital to ground laser)
-Speed/break/accel 20 to 40
-(Interestingly, the black-knight has a dedicated cooldown time of 5.0 seconds above regular default 3.0. My default is 4.0)
Imperator (Orbital battleship)
-Speed 20 to 30 (brake 80 to 120, acceleration 30 to 45)
[MLA Speed 15 to 25, brake/accel same]
-Metal Cost 14000 to 12500
-Orbital Beam Weapons damage (3x) 65x1 damage to 45x1
-Orbital Beam Weapons Firerate decreased 1.0 to 0.75
-Orbital Beam Weapons can target ground targets (Will prioritise orbital first)
-Orbital Beam Weapons pitch range increased 60 to 92.5
-Main anti-ground beam-gun can now targets seafloor units.
(May increase range of the large orbital gun and figure out what its purpose is)
--Structures and Fabricators
Orbital Fab
-Metal Cost 1300 to 1100
-Metal build rate reduced 45 to 37
-Energy draw reduced 1500 to 1250
(Helps Legion get into Starcannon tech. Build rate reduced below 38 equivelent number as compensation)
Orbital Launcher
-Metal cost increased 600 to 1000
Orbital Factory
-Metal cost reduced 6000 to 4000
-Build rate increased 60 to 72
-Energy demand increased 2000 to 2400
-Factory cooldown increased 4 to 6
Starcannon
-Remove all T2 units (Fabs+Scorpion+Orbweaver)
-Remove Some T1 units (Shank, Maul)
-14 Capacity to 20
-Metal Cost reduced 2400 to 650
-Health reduced 3000 to 600
-Roll-off delay reduced 4.0 to 2.0
-Ground Vision reduced 150 to 100
-Metal Build rate 45 to 18
-Energy Draw 2250 to 700
(The cheaper cost compared to the Lob's 1200 is due to orbital launchers costing 1000, and orb fabbers at 1300. I also feel starcannon power will be reduced over time so late game spamming isn't as big an issue)
Rig
-HP increased 3000 to 6000
-Metal Cost increased 3000 to 3750
-Removed 3750 Energy Production
-Added 10,000 metal storage
-(Shares Jig explosion)
Basic Metal Extractor
-Vision decreased 100 to 80
(Helps with raiding/snipes and extractors covering too much area to sneak things in)
Advanced Mass Extractor
-HP 3000 to 5000
-Metal Production 18 to 17
OmniSilo Storage
-Energy Storage increased 75k to 225k
~Walker Fab (T1 Bot Fab)
-Vision increased 100 to 120
Armor Fabricator (T1 Vehicle Fab)
-Speed increased 11 to 12
-Increase build range 45 to 50
-Vision increased 125 to 135 (curious that it was 125 already)
Flyer Fab (T1 Air Fab)
-Health 85 to 160
-speed 30 to 32 (+accel/break)
-Metal cost 225 to 285
-Build rate 10 to 12
-energy draw 800 to 975
-vision range 100 to 120
(Makes it more unique compared to MLA air fabs with the general concept of concept of costing more, building better)
Fabrication Vessel (T1 Naval Fab)
-Move Speed Increased 9 to 11
-HP increased 180 to 360
-Vision increased 100 to 120
(Dev Note: I will return to these numbers later and likely decrease health of Legion vessel)
Advanced Fabrication Vessel (T2 Naval Fab)
-Added Water Hover (movespeed unchanged)
All Advanced Fabricators
-All Advanced Fabricators can construct the Loki/Odin/Thor
-Adv Walker metal 2000 to 1900
range 45 to 50
-Adv Armor metal 2250 to 2100
range 45 to 55
-Adv Flyer metal 2400 to 2250
-Adv Vessel metal 2700 to 2500
range 45 to 50
All Advanced Factories
-Cost reduced 4800 to 4400
(I decided to hemogenize all factory buildrates to 60, instead of increase Legion's by a factor of 25% which would have brought it to 62.5)
Adv Walker Factory
-Metal Build Rate 50 to 60
-Energy Consumption 1650 to 1800
-33 energy per metal to 30
-Roll Off Time 3 to 5
Adv Armor Factory
-Metal Build Rate 50 to 60
-Energy 1650 to 1800
33 to 30 E/M
-Roll off time 4 to 6.5
Adv Flyer Factory
-Metal Build Rate 50 to 60
-Energy 1650 to 1800
-33 to 30 E/M
-Roll off time 2 to 5
Adv Ship Factory
-Metal Build Rate 65 to 72
-Energy 1900 to 2015
-29.2 to 28 E/M
-Roll off time 6 to 9
Overseer (T2 Radar)
-Added 100 radius jamming
~Anti-nuke launcher
-Decreased building cost from 15600 to 6000
-Increased anti-missile cost from 5000 to 9000
-Increased Build rate from 60 to 92
-Increased Energy Drain from 4000 to 6120
~Nuke Launcher
-Structure cost reduced 14400 to 9600
-Missile cost increased 30000 to 34000
-Metal Build Rate increased 90 to 120
-Energy draw increased 6000 to 7500
[WIP - Alpha]
Single Laser Turret
-health decreased 350 to 325
-damage decreased 35 to 25
-turret rotation increased 90 to 120 (Yaw rate)
(Still 2 shots strykers and dox, increased rotation for more effectiveness against those units as well as boombots+locusts, health+damage nerf against ants+sparks)
Locust
-Increase attack range 30 to 35
-Increase vision 40 to 45
-Added radar vision 75
(Adjusted true vision to ensure a player can see the destruction wrought by their locust attacks. Added radar to allow a player imperfect vision to work with, though combod with other units still is important)
Omega
-Laser turret damage decreased 90 to 50 [Vanilla 130 or 65x2]
-Laser turret firerate increased 1.5 to 2.5 [Vanilla 2.0]
(Reworked the omega to be more devestating against avengers while its DPS overall is relatively the same)
Avenger
-Health reduced 90 to 50
(The 90 health test made it too snowbally against other players with less avengers in the early game, and the 50 variant serves to help improve omegas)
Transports
-Adjusted all Air/Orbital transports [Pelican/Osprey/Astraeus/Chariot] transporter range from 2000 to 4084 [old vanilla 20, new vanilla 4084]
(More just under the hood dev stuff)
Legion
-Implemented all Legion changes from Patch 1.29.0 excluding Jeagers (Still cannot travel through teleporters due to the MLA/Bug equivelent Kaijus unable to do so as well)
-Added a fix to MLA mine detecting units to also detect deployed infiltrators [Stitches/Mends/Skitters/Barnacles]
(There is also currently an issue where Legion shields will not block MLA units, but that requires modifying a hundred MLA units' ammo files which boggles my mind, perhaps I'll fix that later)
Viper (T1 Orbital Fighter)
-Decreased secondary (close range) weapon damage 40 to 15
(Combos with Avenger changes, will watch matchup closely on long range+short range engagement outcomes)
#### MLA
Commander
-Torpedo AT damage against commanders increased 50% to %75 [Vanilla 100%]
-Build Range increased from 30 to 45 [Vanilla 30 to 45]
-Metal Amount reduced 25000 to 15000
(Dev: Metal amount helps heal the commander HP back to full)
Locust (T2 bot)
-radar reduced 75 to 70 [Vanilla: no radar]
Angel (T2 Air Support Platform)
-Decreased health 1700 to 1400 [Vanilla 2000]
-Speed reduced 70 to 60 (Brake/accel not adjusted) [Vanilla 40]
-Decreased metal cost 5250 to 5150 [Vanilla 5000 to 4000]
-Missile Interception Range increased 160 to 200
(Dev: Broad health buff for this utility unit for surviving planetary incursions, and slightly better offsets its metal to health ratio)
Manhattan (T2 vehicle)
-Health 16000 to 10500 [Vanilla 15000]
-Metal Cost reduced 8000 to 7250
-Damage reduced from 33000 to 18000
-Manhatten now leaves a 10 second visual on death
-Move Speed increased 10 to 15
-Acceleration Rate increased 70 to 110
-Breaking Rate increased 70 to 110
-Turn Speed increased 60 to 95 (turn+accel 30 to 50)
-Other units being able to push Manhatten removed [Added Amphibious-Large to navigation]
Unit Cannon
-Cost reduced 7200 to 6000 [Vanilla 6800 to 5600]
-HP reduced 40000 to 32000 [Vanilla 18000]
-Rolloff/Cooldown timer reduced 3 to 2 seconds [Vanilla 3.0 to 2.0]
-Removed Inferno from build list [Skitter/Drifter not in Vanilla roster]
-Increased Pod Capacity 12 to 20 [Vanilla 12 to 16]
-Pod Speed increased 150 to 200 [Vanilla 150 to 250]
-Stingray/Umbrella/Catapult anti-pod missiles speed increased 200 to 400 (Bluehawk anti-pod component removed entirely)
Vanguard (T2 vehicle)
-Added 100 energy drain to power radar [Vanilla 0 to 150]
-Added Unittype Radar
(Dev Note: Had a 90% energy requirement already)
Stingray (T2 naval)
-Added 90% energy effeciency requirement to power radar [Vannilla adjusted]
-Added 200 energy drain to power radar [Vanilla 0 to 150]
-Radar range increased 350 to 375
Colonel (T2 bot commander)
-Build range 35 to 45 [Vanilla 30 to 45]
-Weapon range increased 100 to 115
Hermes (T1 orbital scout)
-90% energy requirement removed
(Dev Note: Did not drain energy to begin with, only used true vision, no radar)
Firely (T1 air scout)
-Metal 90 to 115 [Vanilla 60]
-Health 25 to 80
(Dev Note: Soaks 2 fighter shots, 3 spinner+galata shots)
Skitter (T1 vehicle scout)
-Metal Cost 55 to 65 [Vanilla 45]
-Move Speed 35 to 36 [Vanilla 25]
-Added Attack order command
-Added 150 Observe range to prevent skitter from running into enemy units during attack move [Vanilla 100]
(Dev note: Quality of life change to prevent skitters from running into enemies so easily, Higher range than slammers/levelers and T1 units but lower than the longer range T2 units)
Barnacle (T1 naval combat fab)
-Build range 90 to 80 [Vanille 65]
-Speed 12 to 14 [Vanilla 12 to 14]
-Can now auto-reclaim (This mechanic can apply while unit is moving) [Vanilla auto-reclaim component added]
Stitch (T1 bot combat fab)
-Can now auto reclaim
(Trying out auto reclaim with basic combat fabs. All advanced combat fabs have this mechanic already)
Kaiju (T2 naval hover ship)
-Can now use teleporter
Leveler (T2 Vehicle)
-Partial AOE damage radius 2 [Vanilla 3 to removed entirely]
Spark (T1 bot)
-Projectile Lifetime maintained 0.55 [vanilla 1.0 to 0.5]
Bluehawk
-Live version target priorities added (Shameful display of low skill but oh well)
Energy Storage
-Health unchanged 5000 [Vanilla 7500 to 3500]
Metal Storage
-Health unchanged 7500 [Vanilla 7500 to 3500]
Slammer
-Torpedo turn rate increased 120 to 150 [Vanilla 120 to 150]
-Includes various torpedo QoL improvements from Vanilla
Kestral
-Health 300 unchanged [Vanilla 250 to 300]
(Ya but modded variation has reduced damage, live is increased damage, less range...odd)
#### LEGION
Commander
-metal cost 25000 to 15000 (makes repairing lost health easier)
-Inherents other torpedo fixes/changes in base game's patch notes and 0.75% anti-commander rating from mod
Support Commander
-Build range increased 35 to 45 [Vanilla 30 to 45]
-Weapon Range increased 115 to 125 [Vanilla 110]
Unit Cannon
-Adjusted Pod Capacity from 1 to 100 (fixes bug with scaling up size of units for the transport system, does not affect actual gameplay)
Pelican (Air transport)
-Weight Capacity 1 to 5
-HP 100 to 225 [Vanilla 150]
-Metal Cost 155 to 215 [Vanilla 140]
-Turn Rate increased 180 to 270
-Added load range 15
-Added chase range 5
-Usable range 30 to 4084 (Matches Vanilla bug fix)
(Can now essentially transport naval t1 fabs/Pirhannas/Barnacles and more of T1/T2 ground units, see weights for more details)
Astraeus (Orbital Transport)
-Weight Capacity 1 to 6
-Added load range 50
-Added chase range 20
-pickup range 60 to 4048 (Matches Vanilla bug fix)
(Can now essentially transport naval Pirhannas/Barnacles/orcas/narwhals alongside pirhannas as well as T2 air fabs+Kestrels as well as carry more T1/T2 ground units, see weights for more details)
Weight for
1 - Dox/Stryker/Skitter
2 - *Grenadier/Ant/Boombot
3 - *Slammer/Gille/Bluehawk
4 - *T1 Bot/Vehicle/Air Fab/Locust/Drifter/Spinner/Stinger
5 - *T1 Naval/Barnacle/Spark/Combat Fab/Leveler/Sheller/Storm/Pirhana
8 - *Inferno/T2 Bot Fab/T2 Combat Fab/T2 Vehicle Fab/Vangaurd
(General ideas are that it doesn't change units much that are already strong like inferno+spark+vangaurd, but increases others that are weaker though fabs and AA are a higher weight class due to potential. Will keep an eye on boombots as well)
Orbital Launcher
-Rolloff timer decreased 3 to 2 seconds
(Allows more spam of avengers, especially when offsetting its increased cost and building size)
T1 Naval Fab
-Turn rate increased 90 to 120
(Makes them a tad more manueverable and survivable)
Single Laser Defense Tower (T1 Turret)
-Turret Rotation increased 120 to 135 [Vanilla 90]
Stryker
-Reduced Speed 21 to 20 [Vanilla 17]
Dox
-Reduced Speed 21 to 20 [Vanilla 20]
Piranha
-Metal Cost increased 160 to 165 [Vanilla 150]
Typhoon
-Squal drone laser air/ground weapon damage reduced 50 to 40
>Splash radius 0.75 and 20 damage component removed
Locust
-Attack range decreased 35 to 30 [Vanilla 30]
-Radar increased 70 to 80 [Vanilla 0]
Solar Array
-Changed from unit to structure (from buildable by orbital factory to buildable by orbital fabber)
-Health increased 7000 to 8000 [Vanilla 1000]
Lob
-Changed unit pods from being globally visible to locally visible
("observable": {"always_visible": false})
Hermes (orbital probe)
-Speed 100 to 90 (Brake/Accel 100 to 90) [Vanilla 75]
Leveler
-Health reduced 1500 to 1250
T2 Factories [Bot/Vehicle/Air/Naval]
-Metal Cost 4400 to 4500 [Vanilla 4800]
Bot, Vehicle, Naval fabricator
-Vision radius 120 to 140 [Vanilla 100]
Air fabricator
-Vision 120 to 100 [Vanilla 100]
Orbital Factory
-metal cost 4000 to 3800 [Vanilla 4200]
Advanced Radar Satellite
-Vision Radius 600 to 500
-Radar Radius 1000 to 800
Bluehawk
-Anti-ground and Anti-Orbital weapons split into 2 different parts
-Anti-ground missile unchanged
-Anti-orbital missile velocity increased 100 to 200 [Vanilla 80]
-Anti-orbital missile lifetime decreased 8 to 6 [Vanilla 15]
-Added targeting priorities for specific orbital anti-ground units and transport units, then combat units, then non-combat orbital units
Catapult
-Anti-ground and Anti-Orbital weapons split into 2 different parts
-Anti-ground missile unchanged
-Anti-orbital missile velocity increased 100 to 200 [Vanilla 80]
-Anti-orbital missile lifetime decreased 8 to 6 [Vanilla 15]
-Fire-rate of 0.2857 maintained [Vanilla 0.4]
-Added targeting priorities for specific orbital anti-ground units and transport units, then combat units, then non-combat orbital units
Stingray
-Anti-ground and Anti-Orbital weapons split into 2 different parts
-Anti-ground missile unchanged
-Anti-orbital missile velocity increased 100 to 200 [Vanilla 80]
-Anti-orbital missile lifetime decreased 8 to 7 [Vanilla 60]
-Added targeting priorities for specific orbital anti-ground units and transport units, then combat units, then non-combat orbital units
SXX Laser Platform
-Can now attack underwater and seafloor targets
-Damage against commanders specifically reduced by 50%
(Allows more usefulness on water planets, but also reduces their main power in killing commanders, very hesitant in general to do specific damage reductions like so but commanders are an exception. Will probably be reworking SXX to be more resilient against anti-orbital guns but less damaging overall)
Naval Basic Fabricator
-Health decreased 200 to 125 [Vanilla 100]
-Speed increased 12 to 13 [Vanilla 10]
-Build rate decreased 14 to 13 m/s
-Energy rate decreased 800 to 750 (57.1 energy per metal to 57.7)
(Dev note: The naval fab was a bit too powerful overall but still suffered from snipes being too punishing when out on the map)
Piranha
-range decreased 110 to 109 [Vanilla 105]
(Resolves a very specific bug with double laser turrets sometimes not firing at piranhas. I normally prefer divisions of 5 but this will be an exception)
Barracuda
-Speed increased 14 to 15
(General naval speed buffs)
Narwhal
-Speed increased 12 to 13
(General naval speed buffs)
Pelican
-Weight capacity reduced 6 to 5 [Vanilla 1 - Beta 10]
Astraeus
-Transport capacity reduced 10 to 6 [Vanilla 6 - Beta 18]
Transport Weights
-T2 Naval Fab can now be transported at a weight of 5
-Pirhanna weight reduced 5 to 2
-Inferno weight reduced 8 to 5
-T1 Naval Fab weight reduced 5 to 3
-Spark reduced 5 to 3
-T1 Bot/Vehicle/Air Fab/Locust/Drifter/Spinner/Stinger reduced 4 to 3
-T2 Bot Fab/T2 Combat Fab/T2 Vehicle Fab/Colonel reduced 8 to 5
(Simplified and readded some T2 units to pelican transport. Will add naval units that can be transported by Astraeus soon. Updated all unit info cards [English] with the weight size for units)
[Final list]
Weight for
1 - Dox/Stryker/Skitter
2 - Grenadier/Ant/Boombot/Pirhanna
3 - Spark/Drifter/Spinner/Stinger/Slammer/Gille/Bluehawk/Locust/T1 Bot+Vehicle+Naval+Air Fab
5 - Inferno/Leveler/Sheller/Storm/T2 Bot+Vehicle+Naval Fab/T1+T2 Combat Fab/Colonel/Barnacle
6 - Vanguard/T2 Air Fab
(Will keep an eye on boombots, but for now, 2 per pelican transport)
Commander
-Death nuke Damage increased from 2000 to 3000
-Death nuke Splash Radius increased from 110 to 130
-Death nuke Burn Radius increased from 137 to 157 (only affects trees)
Slammer
-Sub type added (Will no longer be ignored by torpedo weapon priorities when submerged)
Naval Fab
-Health increased 125 to 150 [Vanilla 100]
Typhoon
-Build Metal Cost updated from 90 to 30 (Does not affect the Typhoon's build rate but reflects the actual cost of squalls in UI)
Teleporter
-Health decreased from 9750 to 9000
-Metal Cost increased from 800 to 1000
T2 Metal Extractor
-Increased Selection Radius from 28 to 36
(Quality of Life test: Purpose is to help select a T2 extractor when both a T1 extractor [currently at 24 selection diameter] and it are on the same metal node)